Server device, control method for server device, game system, and computer-readable recording medium

ABSTRACT

A server device and the like that can make a whole game and SNS more active by promoting the movement of players between groups to enhance the mobility of game participants. A server device comprises: an information storage unit for storing information of a game in which a plurality of players are able to participate and which includes a battle event; and a control unit for accessing the information and executing an operation related to the game. The server device executes a predetermined step that includes performing, when a first player transfers from a first group to a second group, payment and receipt of transfer points as compensation for the transfer between at least two out of the first player, the first group, and the second group.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.15/390,876, filed Dec. 27, 2016, which is a continuation of U.S. patentapplication Ser. No. 14/312,210, filed Jun. 23, 2014, now U.S. Pat. No.9,566,525, which claims priority benefit of Japanese Patent ApplicationNo. 2013-131734, filed Jun. 24, 2013, Japanese Patent Application No.2014-006632, filed Jan. 17, 2014, and Japanese Patent Application No.2014-006641, filed Jan. 17, 2014, the disclosures of which areincorporated herein in their entirety by reference.

BACKGROUND

Disclosed herein are a server device, a control method for a serverdevice, a game system, and a computer-readable recording medium.

Games provided from server devices to mobile terminals operated byplayers via communication networks have gained popularity in recentyears, and many game titles have been released using a plurality ofplatforms. There are a wide variety of types and categories of suchgames. Of these, social games that enable a plurality of players toparticipate in the same game are particularly popular.

A social game uses a community network service called a socialnetworking service (hereafter referred to as “SNS”). For example, aplayer (game user) logs into or signs into a platform provided by an SNSprovider, and subscribes to a specific game or service beforehandaccording to need. The player can thus play various social gamesprovided on the platform.

As a system (social game system) for a social game utilizing thisfeature of SNS, a system of performing a battle event such as a battle(combat) in which characters (player characters) operated by a pluralityof players attack one or more enemy characters is known as an example.Here, each player can be a member of a specific group such as thebelow-mentioned guild, party, team, or community. When each playerdefeats an enemy character, not only the individual player but also thegroup to which the player belongs may be provided with various rewardssuch as points and items usable in the game.

Such a battle event intended to defeat an enemy character by a pluralityof player characters is conventionally called a “raid battle” in thefield of social games. The battle is also called “GvR” (“v” denotesversus, the same applies hereafter) where a group or a guild is denotedby its first English letter (G) and an enemy character in the raidbattle is, as a raid character, denoted by its first English letter (R).

Social games of performing an individual battle event in whichindividual player characters fight each other and a group battle event(including not only a battle but also a competition in a team sport andthe like) in which groups fight each other are widely known, too. As anexample of the latter game, an online game of a group battle by aplurality of parties is described in JP2013-66524A. In this game, in acoliseum hall which is a predetermined virtual space, a group battle isfought when matching between a plurality of parties to which playercharacters belong is made. Such a direct battle between groups isconventionally called a “guild battle” in the field of social games. Thebattle is also called “GvG” where each group or guild is denoted by itsfirst English letter (G) as mentioned above.

SUMMARY

In a social game, a player belonging to a group (e.g. a group which theplayer joins first) tends to remain in the group for a long time. As aresult, the members (constituent members) of the group are fixed, whichcan cause the social game to become dull.

Embodiments of the invention provide a server device, a control methodfor a server device, a game system, and a computer-readable recordingmedium that can make a whole game and SNS more active by promoting themovement of players between groups to enhance the mobility of gameparticipants.

To solve the problem stated above, a server device disclosed hereincomprises: an information storage unit for storing, as a part ofinformation related to a game in which a plurality of players are ableto participate, information of a plurality of groups associated with theplurality of players; and a control unit for accessing the informationand executing an operation related to the game. The control unit setsthe game so as to enable a first player belonging to a first group outof the plurality of groups to transfer to a second group different fromthe first group and, when the first player transfers from the firstgroup to the second group, performs payment and receipt of compensationfor the transfer between at least two out of the first player, the firstgroup, and the second group.

In the game realized by the server device having the structure describedabove, for example, each player can join any of the plurality of groupsand participate in the game. For instance, in a battle event held as oneof the events in the game, the player as a member of his or her groupfights an opponent player belonging to an opponent group in the battle.This battle event corresponds to the above-mentioned “GvG”, given thatit is a direct battle between groups. However, the battle event is notlimited to GvG.

The “player” is a user who operates a terminal device during theexecution of the game, and represents a concept that corresponds to aclient in a client-server system. The term “player” is used here, todistinguish it from a user (e.g. a server administrator) of the serverdevice. Typically, the player can participate in the game through aplayer character who acts, moves, thinks, and the like in a virtual gamespace instead of the player and an appropriate game medium associatedwith the player character. As disclosed herein, the term “player” simplyused in the following description may sometimes indicate the playercharacter in a precise sense.

The “group” is, for example, a common name for a variety of virtualcollections with elaborate performance, each of which have a pluralityof members (constituent members), such as “guild”, “party”, “team”, and“community”. The group may be created or formed on a game title basis,or created or formed on a platform basis or the like as a common groupor a shared group across a plurality of game titles. Note that not onlyan event of battle type such as “battle event” but also a different typeof event such as an event of interaction between groups executed as apart of the social game may be included in the disclosure.

The player can connect the terminal device to the server device such asa computer via a communication line, and participate in the gameincluding the above-mentioned battle event online or offline. In moredetail, for example, the player can newly create or form a group orappropriately join an existing group in the game, on his or her own willor upon invitation or introduction by opponent or other player. Theplayer can then participate in the battle event between groups and thelike, as a member of the group to which the player belongs.

The game is set so as to enable the player to transfer from the group towhich the player belongs to another group. That is, the “first player”belonging to the “first group” out of the plurality of groups cantransfer (move, change) to the “second group” different from the “firstgroup”. For the first player who is the transferring party, the firstgroup corresponds to the transfer source group, and the second groupcorresponds to the transfer destination group.

When the first player transfers from the first group to the secondgroup, the control unit performs the payment and receipt of thecompensation for the transfer between at least two out of the firstplayer, the first group, and the second group. Exemplary modes in thiscase are as follows:

-   -   when the first player transfers from the first group to the        second group, the second group as the transfer destination pays        the compensation to the first player as the transferring party;    -   the first group as the transfer source pays the compensation to        the first player as the transferring party;    -   the second group as the transfer destination pays the        compensation to the first group as the transfer source; and    -   the first group as the transfer source pays the compensation to        the second group as the transfer destination.

The payment and receipt of the compensation upon the transfer of theplayer and especially the acquisition of the compensation by the firstplayer as the transferring party serve as an incentive for the transferof the first player. This promotes the transfer (movement) of playersbetween groups, and enhances the mobility of players (game participants)in the game.

A player (the below-mentioned “second player”) belonging to the secondgroup as the transfer destination may present the compensation for thetransfer to the first player beforehand, and invite the first player totransfer to the second player's group (the second group). Thisfacilitates the transfer of a strong player who is experienced in battleevents and the like and has an excellent ability to defeat enemycharacters or opponent characters, to the second player's group withpriority. The second player's group is easily strengthened in such amanner. The presentation of the compensation and the transfer invitationto the first player may be made in a state of being recognizable byunspecified players (“public offer”) or in a state of being recognizableonly by the first player (“secret offer”).

Moreover, the information storage unit may store information of atransfer specific event in which the first player is able to acquire aspecific game medium associated with the transfer, and the control unitmay allow the first player to use the compensation for the transfer inthe transfer specific event.

The “game medium” means content or an item that can be held and managedby the player in the game. Specific examples include a character card,an avatar, and a figure associated with the player character. They arehandled in a virtual space (virtual game space) in the game, andrepresent a concept that includes “object” and the like. The “gamemedium” may directly evoke the player character, or indirectly evoke theplayer character (e.g. the player character's name, nominal designation,weapon, cloths, costume, spell, magic, skill (move), related character,etc.). The “game medium” may be displayed as a still image, a movingimage, or a combination thereof. The “game medium” may be displayed notas an image but simply as text information. Depending on the situation,the “game medium” need not be visually perceivable, and may be onlyaurally perceivable, for example, audio information.

In such a structure, the first player who has acquired the compensationfor the transfer can execute the transfer specific event by using thecompensation. As a result, the first player can acquire the specificgame medium not acquirable in a normal event and the like. This furthermotivates the first player to transfer. In other words, extra value isadded to the act of “transfer”, to further promote the transfer of thefirst player. For instance, the specific game medium may be made rarerthan a normal game medium, or the amount of the specific game medium maybe made significantly larger than the amount acquirable in the normalevent. Thus further motivates the first player to transfer.

In more detail, the information storage unit may store information of abattle event, and the control unit may provide a predetermined reward toa group participating in the battle event according to victory or defeat(win or loss) in the battle event, and retain (save, accumulate) thereward in the group as the compensation for the transfer.

For example, the “reward” has such an effect that gives an advantage toeach player or the group to which the player belongs over the opponentgroup, each opponent player belonging to the opponent group, or anindividual opponent player in the battle event. Alternatively, thepossession of the “reward” leads to higher value. Typically, the typesof rewards are not particularly limited. Examples of the “reward”include various items (including parameter values such as points) forincreasing the player's offensive power, various items for recoveringthe player's health points or recovering from damage, and items thatthemselves have value or property such as rarity.

It is possible to obtain a resource for the compensation for thetransfer through the activity of the whole group, by winning the battleevent. Therefore, both the transferring player (the first player) andthe group (e.g. the second group as the transfer destination group) thatpays the compensation for the transfer are motivated to participate inthe battle event. Besides, the transfer of players between groups ispromoted more actively.

Alternatively, the information storage unit may store information of abattle event, and the control unit may determine contribution of theplayer in the battle event, provide a predetermined reward inassociation with the player according to the contribution, and retainthe reward in the group as the compensation for the transfer. Forexample, the control unit may numerically evaluate, for each player, howmuch the player has damaged enemy characters or opponent players in thebattle event, and determine the player's contribution based on thenumerical value. Here, the numerical value may be weighted according tothe formidableness of each enemy character or opponent character.

Such a structure is useful in the mode in which the transferring playeracquires the resource for the compensation for the transfer on his orher own and save the resource. Hence, the player can earn something likeseverance pay in the battle event. This further motivates thetransferring player (the first player) to participate in the battleevent, and further promotes the transfer of players between groups.

Moreover, to keep the resource for the compensation for the transfer,the control unit may retain at least a part of a game medium possessedby the player in the group as the compensation for the transfer, basedon or regardless of the player's will. A specific example is that, inthe case where the player possesses points, coins, items, and the likeusable in the game, the player donates his or her possessions to thegroup to which the player belongs or accumulates his or her possessionsin the group.

Moreover, the control unit may enable the first player to transfer, whena second player belonging to the second group presents the compensationfor the transfer and makes an offer for the transfer to the first playerbelonging to the first group (i.e. invites the first player to transferto the second group). In this way, the second group as the transferdestination group can more reliably invite the first player whom thesecond group wants, to transfer to the second group. In addition, thetransferring first player can transfer to the second group with a bettercondition.

Preferably, after the first player transfers to the second group, thecontrol unit may prohibit further transfer of the first player for apredetermined period. This prevents cheating where the first player whohas transferred to the second group as the transfer destination groupacquires a large amount of transfer compensation unjustly by repeatingtransfer in a short time without substantially contributing to thesecond group.

A control method for a server device disclosed herein is a method foreffectively controlling the server device described above. The controlmethod is a control method for a server device that comprises: aninformation storage unit for storing information related to a game inwhich a plurality of players are able to participate; and a control unitfor accessing the information and executing an operation related to thegame.

In this method, information of a plurality of groups associated with theplurality of players is stored in the information storage unit, as apart of the information related to the game. The control unit thenexecutes a control process of setting the game so as to enable a firstplayer belonging to a first group out of the plurality of groups totransfer to a second group different from the first group and, when thefirst player transfers from the first group to the second group,performing payment and receipt of compensation for the transfer betweenat least two out of the first player, the first group, and the secondgroup.

A game system disclosed herein is a system comprising: a terminal deviceoperated by a player as mentioned above; and a server device that isconnected to the terminal device via a communication line and provides agame in which a plurality of players are able to participate. The serverdevice may comprise: an information storage unit for storing informationrelated to the game; and a control unit for accessing the informationand executing an operation related to the game. In this systemstructure, the information storage unit stores information of aplurality of groups associated with the plurality of players, as a partof the information related to the game. The control unit performs, whena first player transfers from a first group to a second group, paymentand receipt of compensation for the transfer between at least two out ofthe first player, the first group, and the second group. Acomputer-readable recording medium disclosed herein has recorded thereina process for causing a computer to execute the following steps:storing, as a part of information related to a game in which a pluralityof players are able to participate, information of a plurality of groupsassociated with the plurality of players; accessing the information andexecuting an operation related to the game; setting the game so as toenable a first player belonging to a first group out of the plurality ofgroups to transfer to a second group different from the first group; andperforming, when the first player transfers from the first group to thesecond group, payment and receipt of compensation for the transferbetween at least two out of the first player, the first group, and thesecond group.

According to embodiments of the invention, when a player transfersbetween groups, payment and receipt of compensation for the transfer areperformed between at least two out of: the groups involved in thetransfer (the first group as the transfer source and the second group asthe transfer destination); and the transferring player (the firstplayer). This promotes the transfer (movement) of players betweengroups, and enhances the mobility of players (game participants) in thegame. As a result, the whole social game and SNS can be made moreactive.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic diagram (system block diagram) showing a preferredembodiment of a game system according to the invention.

FIG. 2 is a schematic diagram (system diagram) showing the preferredembodiment of the game system.

FIG. 3 is a schematic diagram (functional diagram) of a server deviceshown in FIGS. 1 and 2.

FIG. 4 is a schematic diagram (functional diagram) of a terminal deviceshown in FIG. 2.

FIG. 5 is a conceptual diagram showing an example of a timetable of agame performed in the server device shown in FIGS. 1 and 2.

FIG. 6 is a schematic diagram showing an example of a structure of agame screen in the game shown in FIG. 5.

FIG. 7 is a schematic flowchart showing an example of a procedure in amode in which a player character transfers between guilds.

FIG. 8 is a schematic flowchart showing an example of a procedure in amode in which a player character transfers between guilds.

DETAILED DESCRIPTION

The following describes an embodiment of the invention in detail. Thefollowing embodiment is merely illustrative of the invention, and theinvention should not be limited to the embodiment. Various modificationsare possible in the invention, without departing from the scope of theinvention. Moreover, a person skilled in the art can adopt anyembodiment in which one or more elements described below are replacedwith their equivalents, and such an embodiment is also included withinthe scope of the invention. The positional relationships such as up,down, left, and right shown according to need are based on thepositional relationships shown in the drawings, unless stated otherwise.The dimensional ratios in the drawings are not limited to the ratiosshown in the drawings. Though the following describes, as an example, anembodiment in which the invention is implemented using an informationprocessing device for a game to facilitate understanding, this is not alimit for the invention as noted above.

FIGS. 1 and 2 are schematic diagrams (a system block diagram and asystem diagram, respectively) showing a preferred embodiment of a socialgame system as a game system disclosed herein. As shown in thesedrawings, a server device 100 included in a social game system 1 (gamesystem) is a server computer connected to a network 200, and achieves aserver function by a predetermined server program running in the servercomputer. Each terminal device 2 such as a client computer 21 or amobile terminal 22 is wiredly and/or wirelessly connected to the network200, as with the server device 100. The server device 100 and theterminal device 2 are set to be capable of communicating with eachother, thus constituting the social game system 1. Note that the serverdevice 100 itself is also an example of a social game system disclosedherein.

The network 200 is a communication line or a communication network forinformation processing such as the Internet. The specific structure ofthe network 200 is not particularly limited so long as it enables datatransmission and reception between the server device 100 and theterminal device 2. For example, the network 200 comprises a base stationwirelessly connected to the terminal device 2, a mobile communicationnetwork connected to the base station, the Internet connected to theserver device 100, and a gateway device for connecting the mobilecommunication network and the Internet.

[Hardware Structure of Server Device]

In the server device 100, an operation processing unit (computing unit)101 such as a CPU or an MPU, a ROM 102 and a RAM 103 as storage devices,an external interface 104 connected with an input unit 105 and anexternal memory 106, an image processing unit 107 connected with adisplay monitor 111, a slot drive 108 containing or connected with adisk, a memory device, and the like, an audio processing unit 109connected with a speaker device 112, and a network interface 110 areconnected to each other via a transmission path 120 such as a system busincluding an internal bus, an external bus, and an expansion bus forexample. Note that devices used for input/output such as the input unit105, the external memory 106, the display monitor 111, and the speakerdevice 112 may be omitted according to need and, even in the case ofbeing included, need not be constantly connected to the transmissionpath 120.

The operation processing unit 101 comprises one or more processors andperipheral circuits thereof. The operation processing unit 101 executesintegrated control for the overall operation of the server device 100,transmits and receives control signals and information signals (data)with the other components mentioned above, and also performs variousoperations necessary for game execution. The operation processing unit101 is accordingly capable of performing, through the use of anarithmetic logic unit and the like, arithmetic operations such asaddition, subtraction, multiplication, and division, logical operationssuch as logical addition, logical multiplication, and logical negation,bit operations such as bit addition, bit multiplication, bit inversion,bit shift, and bit rotation, and the like, on a fast-accessible storagearea such as a register. The operation processing unit 101 is furthercapable of performing saturate operations, trigonometric functionoperations, vector operations, and the like, according to need. Notethat the operation processing unit 101 can execute a plurality ofprograms in parallel.

The ROM 102 stores an IPL (Initial Program Loader), which is typicallyexecuted immediately after power-on. By executing the IPL, the operationprocessing unit 101 reads, into the RAM 103, various programs andvarious data recorded in the disk or the memory device contained in orconnected to the slot drive 108, and executes the programs. The ROM 102may also store an operating system program necessary for controlling theoverall operation of the server device 100, various application programs(including a driver program, a server program, a game program, etc.),and various data (such as data necessary for game progress andcommunication between a plurality of terminal devices 2).

The RAM 103 is for temporary storage of programs and data, and retainsvarious programs and various data read by the operation processing unit101 as described above. The above-mentioned operating system program,various application programs (including a driver program, a serverprogram, a game program, etc.), and various data may be recorded in theRAM 103. The operation processing unit 101 executes processes such assetting a variable area in the RAM 103 and performing an operationdirectly on a value stored in the variable area using the arithmeticlogic unit, copying or moving a value of data stored in the RAM 103 to aregister and performing an operation directly on the register, andwriting the operation result back to the RAM 103.

The input unit 105, connected via the external interface 104, receivesvarious operation inputs by the user (SNS provider or game provider) ofthe server device 100. The input unit 105 may be any of a keyboard, atouchpad, a touch panel, a voice input device, and the like. The devicetype is not particularly limited so long as various operation inputs andinstruction inputs for a decision operation, a cancel operation, a menudisplay, and the like are possible.

The RAM 103 or the external memory 106 which is removably connected viathe external interface 104 stores data indicating the operation statusof the server device 100, the access status of each terminal device 2,and the play status and progress state (past results, etc.) of the gamein each terminal device 2, data of communication logs (records) betweenthe terminal devices 2, and so on, in a rewritable form. Examples of theexternal memory 106 include a flash memory, a magnetic disk device, anoptical disc device, and a magnetic tape device.

The image processing unit 107, after various data read from the slotdrive 108 is processed by the operation processing unit 101 or the imageprocessing unit 107, stores the processed image information in a framememory or the like. The image information stored in the frame memory isconverted to a video signal at a predetermined synchronization timing,and output to the display monitor 111 connected with the imageprocessing unit 107. This enables various image displays. Imageinformation related to the game is transmitted from the image processingunit 107 and/or the operation processing unit 101 to each terminaldevice 2, for example in cooperation with the operation processing unit101.

The audio processing unit 109 converts various data read from the slotdrive 108 to an audio signal, and outputs the audio signal from thespeaker device 112 connected with the audio processing unit 109. Audioinformation (sound effects, music information) related to the game istransmitted from the audio processing unit 109 and/or the operationprocessing unit 101 to each terminal device 2, for example incooperation with the operation processing unit 101.

The network interface 110 connects the server device 100 to the network200. For example, the network interface 110 conforms to a standard usedfor building a LAN, and includes: an analog modem, an ISDN modem, anADSL modem, a cable modem for connecting to the Internet or the likeusing a cable television line, or the like; and an interface(communication interface circuit) for connecting the modem to theoperation processing unit 101 via the transmission path 120.

[Functional Structure of Server Device]

The hardware structure of the server device 100 is as described above.FIG. 3 is a schematic diagram (functional diagram) showing the serverdevice 100 in FIGS. 1 and 2 from a functional point of view. The serverdevice 100 has the game progress according to a request by the player ofthe terminal device 2 and, as functions for this purpose, comprises atleast a server communication unit 131, a server storage unit 132, and aserver processing unit 133.

The server communication unit 131 performs communication between theserver device 100 and the network 200, and has a function of supplyingdata received from the terminal device 2 and the like to the serverprocessing unit 133 and transmitting data supplied from the serverprocessing unit 133 to the terminal device 2. Specifically, the servercommunication unit 131 is composed of at least the above-mentionednetwork interface 110 shown in FIG. 1 (see FIG. 1).

The server storage unit 132 stores various programs and various data.Specifically, the server storage unit 132 is composed of at least one ofthe above-mentioned ROM 102, RAM 103, and external memory 106 shown inFIG. 1. Here, the game program stored in the server storage unit 132 isan application program including battle events which are inter-groupevents. The server storage unit 132 also stores display data and battleresult data related to the battle events.

The server storage unit 132 further stores, as data, a battle eventmanagement table for managing battle events, a player management tablefor managing players, a game medium management table for managing gamemedia such as items, a group management table for managing groups towhich the players belong, an enemy management table for managingcharacters such as enemy characters other than the players according toneed, and so on. In addition, the server storage unit 132 maytemporarily store temporary data related to a predetermined operation inthe server processing unit 133. The management tables are associatedwith each other using player IDs and the like, according to need. Thesedata include information of “a plurality of groups associated withplayers”, “a battle event which is an inter-group event executed by theplurality of groups”, and “normal skills and special skills which can beexercised by players over opponent players belonging to an opponentgroup in the battle event and each of which has a predeterminedproperty”.

The server processing unit 133 is composed of the operation processingunit 101 shown in FIG. 1, and comprises a control unit 134, a battlestart unit 135, a player participation unit 136, a battle progress unit137, and a reward provision unit 138 as functional modules. These units(functional modules) may be realized by the above-mentioned variousprograms executed by the processor in the operation processing unit 101,or implemented in the operation processing unit 101 as firmware. Theoperations of these units will be described later.

[Hardware and Functional Structure of Terminal Device]

FIG. 4 is a schematic diagram of the terminal device 2 shown in FIG. 2,and is a functional diagram from a functional point of view. Forexample, the terminal device 2 is the mobile terminal 22 as mentionedabove. Examples of the mobile terminal 22 include a multifunctionalmobile phone (called a “smartphone”), a mobile phone (called a “featurephone”), a mobile information terminal (Personal Digital Assistant:PDA), a mobile game machine, a portable music player, and a tablet PC.The terminal device 2 comprises a terminal communication unit 141, aterminal storage unit 142, an operation unit 143, a display unit 144,and a terminal processing unit 145.

The terminal communication unit 141 comprises a communication interfacecircuit including an antenna whose sensitivity band is a predeterminedfrequency band, and connects the terminal device 2 to the network 200via a wireless communication network. The communication form in thiscase is not particularly limited. For example, the terminalcommunication unit 141 establishes, through a channel assigned by a basestation for communication or the like, a wireless signal line by WCDMA®(Wideband Code Division Multiple Access) or the like with the basestation, and communicates with the base station. The terminalcommunication unit 141 transmits data supplied from the terminalprocessing unit 145 to the server device 100, and supplies data receivedfrom the server device 100 to the terminal processing unit 145.

The terminal storage unit 142 comprises at least one of a flash memory,a magnetic disk device, and an optical disc device, for example. Theterminal storage unit 142 stores an operating system program, a driverprogram, an application program, data, and the like used in processes inthe terminal processing unit 145. Examples of the driver program includean input device driver program for controlling the operation unit 143and an output device driver program for controlling the display unit144. Examples of the application program include a program for acquiringand displaying display data of images related to game progress. Examplesof the data include display data, video data, image data, and the likerelated to game progress. The terminal storage unit 142 may temporarilystore temporary data related to a predetermined process.

The operation unit 143 may be any device that is capable of operatingthe terminal device 2 and enables the player to input letters, numbers,and so on. Examples of the operation unit 143 include a touch panel, atouchpad, and a keyboard. When the player operates the operation unit143, the operation unit 143 generates a signal corresponding to theoperation, and supplies the signal to the terminal processing unit 145.The terminal device 2 transmits the operation signal by the player tothe server device 100 via the terminal communication unit 141, torequest an operation necessary for game progress.

The display unit 144 displays video corresponding to video data suppliedfrom the terminal processing unit 145, an image corresponding to imagedata supplied from the terminal processing unit 145, or the like, andconstitutes a main part of a screen 2 a of the terminal device 2described later. The display unit 144 may be any device that is capableof displaying text, video, images, and so on. Examples of the displayunit 144 include a liquid crystal display and an organic EL(Electro-Luminescence) display.

The terminal processing unit 145 comprises one or more processors suchas a CPU and an MPU and peripheral circuits thereof, and executesintegrated control for the overall operation of the terminal device 2.For example, the terminal processing unit 145 may have the samestructure as the operation processing unit 101 in the server device 100described above. The terminal processing unit 145 controls theoperations of the terminal communication unit 141, the display unit 144,and the like so that various processes in the terminal device 2 areexecuted in appropriate procedures along the programs (the operatingsystem program, the driver program, the application program, etc.)stored in the terminal storage unit 142 and according to the operationof the operation unit 143 and the like.

The terminal processing unit 145 comprises at least a view executionunit 146. The view execution unit 146 is, for example, a functionalmodule realized by the above-mentioned various programs or a functionalmodule implemented in the terminal device 2 as firmware. The viewexecution unit 146 performs the acquisition and display of display datarelated to game progress mentioned earlier. In detail, the viewexecution unit 146 transmits a request to acquire display data relatedto game progress to the server device 100 via the terminal communicationunit 141, according to an instruction by the player. The view executionunit 146 then receives the corresponding display data from the serverdevice 100 via the terminal communication unit 141. The view executionunit 146 generates rendering data based on the received display data.That is, the view execution unit 146 analyzes the received display datato specify control data and content data, and lays out the specifiedcontent data according to the specified control data. The view executionunit 146 thus reconstructs rendering data, and outputs the renderingdata to the display unit 144.

[Timetable of Game]

The following describes a preferred embodiment of a game (social game)performed through a game program disclosed herein in the social gamesystem 1 having the structure described above. FIG. 5 is a conceptualdiagram showing an example of a timetable of a game performed in thesocial game system 1.

Various processes (display of images and screens, determination,operations, etc.) in the following procedure are executed based oncontrol commands by the operation processing unit 101 (the serverprocessing unit 133) in the server device 100. That is, the operationprocessing unit 101 (the server processing unit 133) functions as the“control unit” in the invention. Each storage medium (the server storageunit 132) storing game-related information in addition to theabove-mentioned ROM 102, RAM 103, and external memory 106 correspond tothe “information storage unit” in the invention.

The game comprises different battle events Ba1 and Ba2. In thisembodiment, any of the battle events Ba1 and Ba2 is continuouslyperformed from 0:00 to 24:00 with no interruption, as shown in a timeaxis Yt in FIG. 5. The server device 100 is in a state of being capableof distributing these battle events Ba1 and Ba2 to the terminal device 2of the player, according to a preset schedule and time-series algorithm.

The player operates the terminal device 2 (the client computer 21 or themobile terminal 22, e.g. a tablet terminal or a smartphone), to connectthe terminal device 2 to the server device 100 via the network 200 suchas the Internet. The player also operates the terminal device 2 toselect the game provided from the server device 100 or, in a platformscreen prior to game selection, input login information such as an IDnumber and a password. Having recognized the login information, theoperation processing unit 101 in the server device 100 displays theplayer's unique My Page screen or My Home screen associated with the IDnumber, on the terminal device 2.

Depending on the game type, a banner listing a plurality of scenes (e.g.locations, dungeons, quests, etc.) set as game scenes is displayed inthe My Page screen. The scenes such as locations, dungeons, and questsmay be mutually or individually hierarchized.

Moreover, in this game, the operation processing unit 101 in the serverdevice 100 displays a menu screen about the above-mentioned “guild” thatis a group to which an individual player belongs, in the My Page screenor the My Home screen. A player who has played the game or participatedin the game basically belongs to a predetermined guild. This informationis stored in the information storage unit such as the ROM 102, inassociation with specific information such as the ID information of theplayer. Based on this information, the operation processing unit 101displays information of the guild to which the player belongs and, ifnecessary, an edit menu and the like for the guild, on the terminaldevice 2.

On the other hand, a player who plays the game or participates in thegame for the first time basically does not belong to a specific guild.The operation processing unit 101 accordingly displays a menu screen forsearching for (finding) a guild or creating (establishing) a new guild,on the terminal device 2 of the player not belonging to any guild. Theplayer can decide or create a guild to which he or she joins, byoperating the terminal device 2 according to instructions in pull-downmenus and the like sequentially displayed from the menu screen.

After the guild to which the player belongs is decided or selected, alist of a plurality of games or events is displayed on the terminaldevice 2 according to need. When the player selects to participate inthe game, a screen of a game event held at the time is displayed on theterminal device 2 of the player. Thus, the player can freely participatein the game event held at the time. Here, a preparation screen or anintroduction screen of the game event may be displayed on the terminaldevice 2 of the player, as a still image or a moving image (e.g. Flash).

In the example shown in FIG. 5, the server device 100 continuouslyexecutes any of the battle events Ba1 and Ba2 as mentioned earlier. Forinstance, in the case where the login time to the game is any of 0:00a.m. to 6:00 a.m., 8:00 a.m. to 12:00 a.m., 2:00 p.m. to 6:00 p.m., and8:00 p.m. to 10:00 p.m., the battle event Ba1 is held in the gamecommunity. In the case where the login time to the game is any of 6:00a.m. to 8:00 a.m., 12:00 a.m. (noon) to 2:00 p.m., 6:00 p.m. to 8:00p.m., and 10:00 p.m. to 12:00 p.m. (0:00 a.m. of the next day), thebattle event Ba2 is held in the game community. The operation processingunit 101 executes the process of the battle event Ba1 or Ba2 to be held,based on the predetermined schedule.

Of these battle events Ba1 and Ba2, the battle event Ba1 is a raidbattle, e.g. a fight between a guild G1 (group) to which a playerbelongs and a raid which is an enemy character (a battle correspondingto GvR mentioned earlier). Meanwhile, the battle event Ba2 is a guildbattle, e.g. a fight between guilds G1 and G2 (groups) to which playersbelong (a battle corresponding to GvG mentioned earlier).

For example, the operation sequence in the social game system 1 when theplayer participates in such a battle event is as follows. First, theplayer instructs the terminal device 2 to execute the program, via theoperation unit 143 in the terminal device 2. The terminal device 2starts the process based on the program. When instructed by the playerto start the game or participate in the game via the operation unit 143in the terminal device 2, the terminal processing unit 145 realized bythe program transmits a request to acquire, for example, an introductionscreen of a battle event, to the server device 100 via the terminalcommunication unit 141 in the terminal device 2 (step S100).

Upon receiving the request to acquire the introduction screen of thebattle event from the terminal device 2 via the server communicationunit 131 in the server device 100, the control unit 134 in the serverprocessing unit 133 generates display data for displaying theintroduction screen (step S101). The control unit 134 transmits thegenerated display data to the terminal device 2 via the servercommunication unit 131 (step S102). Upon receiving the display data ofthe introduction screen of the battle event from the server device 100via the terminal communication unit 141, the terminal processing unit145 generates rendering data based on the received display data. Theterminal processing unit 145 outputs the generated rendering data to thedisplay unit 144 in the terminal device 2, to display the introductionscreen of the battle event (step S103).

When instructed by the player to participate in the battle event in theintroduction screen via the operation unit 143 in the terminal device 2,the terminal processing unit 145 transmits a request to acquire a gamescreen (e.g. a screen shown in FIG. 6 described later) for this, to theserver device 100 via the terminal communication unit 141 (step S104).Upon receiving the request to acquire the game screen from the terminaldevice 2 via the server communication unit 131, the server processingunit 133 generates display data for displaying the game screen (stepS105). The server processing unit 133 transmits the generated displaydata to the terminal device 2 via the server communication unit 131(step S106).

Upon receiving the display data from the server device 100 via theterminal communication unit 141, the terminal processing unit 145generates rendering data based on the received display data. Theterminal processing unit 145 outputs the generated rendering data to thedisplay unit 144 in the terminal device 2, to display the game screen(step S107). When instructed by the player to progress in theparticipation in the battle event in the game screen via the operationunit 143 in the terminal device 2, the terminal processing unit 145transmits a request to acquire a game screen for this, to the serverdevice 100 via the terminal communication unit 141 (step S108).

Upon receiving the request to acquire the game screen from the terminaldevice 2 via the server communication unit 131, the server processingunit 133 has the battle event progress based on the instruction by theplayer included in the received game screen acquisition request and thestate of the game stored in the server storage unit 132 (step S109).

An example of a state when executing the battle event Ba2 (GvG: guildbattle) displayed on the terminal device 2 of each player is describedbelow, with reference to FIG. 6. FIG. 6 is a schematic diagram showingan example of a structure of a game screen in the social game shown inFIG. 5. In the procedure in the battle event Ba2 (also referred to as“quest” or the like depending on the game title, the same applies to thebattle event Ba1), first, an event field F and a palette P are definedas game image display areas in the screen 2 a of the terminal device 2,and each element is displayed in these display areas, as shown in FIG.6.

In detail, player characters A1 to A6 (players) belonging to the guildG1 (group) and player characters B1 to B6 (opponent players) belongingto the guild G2 (opponent group) are displayed in the event field F, aspart of elements. Here, an area (a main field of the guild G1) in whichthe player characters A1 to A6 of the guild G1 are displayed and an area(a main field of the guild G2) in which the player characters B1 to B6of the guild G2 are displayed are mainly defined in the event field F.The player characters A1 to A6 belonging to the guild G1 and the playercharacters B1 to B6 belonging to the guild G2 are each unified indirectly fighting the opponent player characters of the opponent guild.

The main fields of the guilds G1 and G2 are respectively made up ofsubfields G1 f and G1 b and subfields G2 f and G2 b defined by thealternate long and short dashed lines. In this embodiment, of the playercharacters A1 to A6 belonging to the guild G1, the player characters A1to A3 experienced in the game and having a high level attribute arelocated in the subfield G1 f as a vanguard, whereas the playercharacters A4 to A6 less experienced in the game and having a low levelattribute are located in the subfield G1 b as a rearguard. Likewise, ofthe player characters B1 to B6 belonging to the guild G2, the playercharacters B1 to B3 experienced in the game and having a high levelattribute are located in the subfield G2 f as a vanguard, whereas theplayer characters B4 to B6 less experienced in the game and having a lowlevel attribute are located in the subfield G2 b as a rearguard.

In both of the guilds G1 and G2, only the player characters located inthe vanguard are damaged by attack from the opponent player characters.Both the vanguard player characters and the rearguard player characterscan participate in attack. This enables such a guild strategy that theplayer characters of the relatively experienced players cover for theplayer characters of the relatively inexperienced players.

The palette P is displayed on the screen 2 a of the terminal device 2 ofeach of the player characters A1 to A6 of the guild G1, as the mode ofthe battle in the battle event Ba2. The palette P is an area fordeciding, by lottery, “skills” (normal skills, special skills) usablewhen the player characters A1 to A6 of the guild G1 or the playercharacters B1 to B6 of the guild G2 attack the opponent playercharacters, as its elements. A deck D which is a virtual set of cardsand a plurality of cards (game media) selected from the deck D aredisplayed in the palette P.

A type of “skill”, a character, an illustration, a skill-relatedspecific item, text, or the like representing the skill is drawn orwritten in each card. In addition, information of the skill, anoffensive value (the points of the skill or exercised action, e.g.action points (AP) or skill points (SP)), a defensive value (which maybe health points or life points (HP)), an attribute (color such as red,green, or blue, form such as fire, water, tree, or light, etc.), rarity(degree of rarity), and the like is set in each card. In the case wherethree cards 31, 32, and 33 sequentially turned over from the deck D anddisplayed by the player match in type, attribute, rarity, and the likeor constitute a specific combination (hand), an effect such asincreasing the offensive power or defensive power of the playercharacters A1 to A6 or B1 to B6 is achieved. Skills exercised by theselection or combination of the cards 31, 32, and 33 or related activeitems 401 and 402 are displayed respectively below the player charactersA1 to A6 and B1 to B6 in the event field F.

When the player further turns over a card from the deck D in a statewhere the three cards 31, 32, and 33 are displayed in the palette P, oneof the cards 31, 32, and 33 (e.g. the leftmost card 31 in the drawing)is deleted from the screen 2 a, and the newly selected card isdisplayed. Here, such presentation that slides the deleted card 31 outof the palette P, slides the remaining cards 32 and 33 to the left, andslides the new card into the vacant space may be employed.

Each of the player characters A1 to A6 of the guild G1 attacks theplayer characters B1 to B6 of the opponent guild G2 by sequentiallyselecting (turning over) cards from the deck D in the palette P, anddamage inflicted on the opponent and damage inflicted on the playercharacter are calculated. The calculation is performed according to thecombination of the skill, the offensive value, the specific item, thedefensive value, the attribute, the rarity, and the like set in each ofthe cards 31, 32, and 33. The same display is made on the screen 2 a ofthe terminal device 2 of each of the player characters B1 to B6 of theguild G2, to attack the player characters A1 to A6 of the opponent guildG1.

HP gauges 61 and 62 of the respective guilds G1 and G2 are displayedabove the main fields of the guilds G1 and G2. Near each of the HPgauges 61 and 62, the number of times (i.e. combo count) the playercharacters A1 to A6 or B1 to B6 continuously attack the opponent playercharacters before attacked by the opponent player characters isdisplayed as a combo gauge Cm1 or Cm2. When the combo count displayed inthe combo gauge Cm1 or Cm2 reaches a predetermined value or more, theskills exercised by the player characters A1 to A6 or B1 to B6 over theopponent player characters are strengthened. This causes more damage tothe opponent player characters. In the battle event Ba2, whether theguild G1 or G2 has won is determined based on the remaining amount ofeach of the HP gauge 61 of the guild G1 and the HP gauge 62 of the guildG2 at the time of battle end.

In such a battle event Ba2 which is a guild battle (GvG), the playercharacters A1 to A6 or B1 to B6 of the guild G1 or G2 can check, fromthe technique and skill (normal skill, special skill) exercised by eachopponent player character, the combat level, battle experience,possessed items, and the like of the opponent player character. This isalso possible in the case where each player character in the guild canview the battle event Ba2 in which his or her guild is notparticipating. Accordingly, when there is a high ability (formidable)player character among the player characters of the opponent guild andthe player character wants this high ability player character totransfer to his or her guild, for example, the transfer can benegotiated and completed in the following procedure.

[Player Character Transfer 1]

FIG. 7 is a schematic flowchart showing an example of a procedure in amode in which a player character transfers between guilds. Thisembodiment shows an example where the player character B1 (the secondplayer) belonging to the guild G2 (the second group) negotiates with theplayer character A1 (the first player) belonging to the guild G1 (thefirst group) about the transfer. Upon the transfer of the playercharacter A1, transfer points IP as compensation for the transfer arepaid from the transfer destination guild G2 to the player character A1and/or the transfer source guild G1.

The player characters A1 to A6 belonging to the guild G1 and the playercharacters B1 to B6 belonging to the guild G2 are appointed to a leader,a subleader, a normal member, and the like in each guild beforehand.Only those in limited positions are authorized to conduct playercharacter transfer negotiation. As an example, the player character B1who created the guild G2 is the leader of the guild G2, and can appointthe subleader and the like from the other player characters. Forinstance, only the player character B1 as the leader and the subleaderare authorized to conduct transfer negotiation.

Each of the player characters B1 to B6 of the guild G2 can not onlycheck the state of the battle (actual battle status) in the battle eventBa2, but also check the attribute (game level, possessions, etc.) of theplayer character A1 belonging to the guild G1 by viewing his or herprofile data according to need (step SP201). As a result, the playercharacter B1 as the leader of the guild G2 selects the player characterA1 whom the player character B1 wants to be a member of the guild G2 tostrengthen the guild G2 (step SP202). The selection may be made by theplayer character B1 as the leader alone, or made by the player characterB1 consulting with the other player characters B2 to B6 of the guild G2using an appropriate communication tool. Note, however, that only theplayer character B1 as the leader and the subleader can make a transferoffer to the player character A1 as mentioned above.

The player character B1 then invites the player character A1 to transferfrom the guild G1 to the guild G2, using appropriate messagetransmission means such as a message board, chat, or e-mail or any otherappropriate communication tool in SNS. When doing so, the playercharacter B1 can present the predetermined transfer points IP to be paidfrom the guild G2 to the player character A1 and/or the transfer sourceguild G1, as the compensation for the transfer (step SP203). In otherwords, the player character B1 can present the predetermined transferpoints IP to the player character A1, to make a transfer offer from theguild G1 to the guild G2.

When the transfer offer is made, the player character A1 checks theamount of the transfer points IP. If necessary, the player character A1can negotiate with the player character B1 about the amount of thetransfer points IP (step SP204). Whether or not to transfer to the guildG2 may be determined by the player character A1 alone. Alternatively,depending on the situation, the player character A1 may consult with theother player character A2 to A6 of the guild G1 regarding the transferitself and/or the amount of the transfer points IP. Such negotiation orconsultation may be omitted. In the case where the player character A1accepts the transfer offer, the player character A1 announces theacceptance to the player character B1 using appropriate means, tocomplete the transfer. The transfer points IP are accordingly paid tothe player character A1 and/or the guild G1 (step SP205). In the casewhere the transfer points IP are paid to the guild G1, the transferpoints IP may belong to the guild G1, or be appropriately distributedamong the members of the guild G1.

The transfer points IP to be paid to the player character A1 and/or theguild G1 can be saved (accumulated) in the guild G2 (step SP206). Forexample, victory points VP that can be acquired by the guild G2 whenwinning over the other guild in the battle event Ba2 are retained in theguild G2, to save the transfer points IP. That is, when the guild winsthe battle event Ba2 more, the guild can prepare more transfer points IPto invite a high ability player character to transfer to the guild. Thiscontributes to greater strength of the guild.

In this embodiment, the transfer points IP that can be acquired by theplayer character A1 and/or the guild G1 are allowed to be used in aspecific event in which a specific game medium not acquirable oravailable in a normal event in the game can be acquired. For example,the “normal event” indicates purchase of a health point or life pointrecovery item or an offensive item usable in the battle event Ba2.Examples of the specific game medium not acquirable in the “normalevent” include a card with extremely high rarity and a weapon or specialskill with extremely high offensive power. The “specific event” is atransfer specific event (specific Gacha, specific Carddass, etc.). Indetail, the victory points VP that can be acquired in the battle eventBa2 are unable to be used in the transfer specific event but, when usedas (converted to) the transfer points IP, are able to be used in thetransfer specific event. In other words, when associated with the act oftransfer, the victory points VP that can be acquired in the battle eventBa2 change to the transfer points IP different in property.

[Player Character Transfer 2]

FIG. 8 is a schematic flowchart showing another example of the procedurein the mode in which a player character transfers between guilds. Theprocedure in this embodiment is the same as that shown in FIG. 7, exceptthat the transfer points IP as the compensation for the transfer arepaid from the transfer source guild G1 to the player character A1 and/orthe transfer destination guild G2 upon the transfer of the playercharacter A1. In the procedure in this embodiment, step SP303 isexecuted instead of step SP203 shown in FIG. 7. In step SP303, thepresentation of the transfer points IP is omitted. Accordingly, thenegotiation about the transfer points IP in step SP204 shown in FIG. 7is omitted, too.

The transfer points IP to be paid from the transfer source guild G1 towhich the player character A1 belongs to the player character A1 and/orthe transfer destination guild G2 can be saved by being retained in theguild G1 in association with the player character A1, for exampleaccording to the contribution (degree of contribution) of the playercharacter A1 to the win by the guild G1 in the battle event Ba2 (stepSP306). For instance, in the case where the guild G1 wins over the otherguild in the battle event Ba2, the victory points VP that can beacquired by the guild G1 are proportionally distributed among the playercharacters according to the contribution of each player character to thewin. Hence, the player character A1 can accumulate, in the guild G1 towhich the player character A1 belongs, the transfer points IP related tothe transfer of the player character A1 beforehand, and receive thetransfer points IP like severance pay upon the transfer.

In the case where the player character A1 accepts the transfer offer,the player character A1 announces the acceptance to the player characterB1 as the leader of the guild G2 using appropriate means, to completethe transfer. The transfer points IP are accordingly paid to the playercharacter A1 and/or the guild G2 (step SP305). In the case where thetransfer points IP are paid to the guild G2, the transfer points IP maybelong to the guild G2, or be appropriately distributed among themembers of the guild G2.

[Player Character Transfer 3]

In the embodiments shown in FIGS. 7 and 8, the player character A1 mayvoluntarily transfer to the guild G2. For example, information aboutwhether or not the player character A1 wants to transfer, the amount ofthe transfer points IP requested by the player character A1 upon thetransfer, the advantages (appeal points) of the transfer, and the likemay be included in the profile of the player character A1. In this way,the player character A1 can offer the transfer to a guild leader or thelike viewing the profile.

Furthermore, a community for interaction between player characters whowant to transfer and guilds, a message board for transfer information,and the like may be prepared as the settings of the game or SNS, andused for transfer negotiation. In the case where the player character A1wants to transfer to a specific guild, the player character A1 maynotify the leader or subleader of the guild that the player character A1wants to transfer to the guild, using an appropriate communication toolas mentioned above.

[Player Character Transfer 4]

In the embodiments shown in FIGS. 7 and 8, as the resource for thetransfer points IP which is the compensation for the transfer of theplayer character A1, the points, coins, items, etc. (possessions)possessed by the player character A1 may be used instead of the victorypoints VP in the battle event Ba2. In such a case, the possessions ofthe player character A1 may be retained in the guild G1 as the transferpoints IP, based on or regardless of the player character A1's will. Theitems and the like possessed by the player character A1 other than thepoints may be converted to transfer points IP at an appropriate rate,according to unique attributes set in the items and the like such asrarity and levels.

According to the social game system 1 having the structure describedabove, the control method for the social game system 1, and the gameprogram, when the player character A1 transfers from the guild G1 to theguild G2, the transfer points IP as the compensation for the transferare paid from the transfer source guild G1 or the transfer destinationguild G2 to the player character A1 and/or the other guild G2 or G1. Thetransfer of the player character A1 between the guilds can therefore bepromoted as compared with the case where there is no payment and receiptof such transfer points IP. This effectively prevents the members(constituent members) of the guilds G1 and G2 from being fixed. Sincethe mobility of players (game participants) in the game is enhanced, thesocial game and the SNS can be kept from becoming dull and made moreactive.

The player character A1 who has acquired the transfer points IP canacquire a rare item or the like not acquirable in the normal event, byusing the transfer points IP in the transfer specific event. Thisfurther increases the player character A1's motivation for the transfer.The mobility of players is further enhanced in this way.

In the case where the transfer points IP are paid to the guild G1 or G2,if the transfer points IP belong to the guild G1 or G2, the guild G1 orG2 can execute the transfer specific event. If the transfer points IPare distributed among the members of the guild G1 or G2, on the otherhand, each player character can execute the transfer specific event.This leads to increased interest or motivation for transfer for theplayer characters other than the transferring player character A1, too.As a result, the social game and the SNS can be made more active.

Moreover, the victory points VP provided to the guild that has won thebattle event Ba2 may be used as the resource for the transfer points IP.Therefore, both the transferring player character A1 and the guild G1 orG2 that pays the transfer points IP are more motivated to participate inand fight the battle event Ba2. Besides, the transfer of players betweenthe guilds G1 and G2 is more effectively promoted.

Alternatively, the victory points VP in the battle event Ba2 may beaccumulated as the transfer points IP of the player character A1,according to the contribution of the player character A1 in the battleevent Ba2. In this case, the player character A1 can earn something likeseverance pay upon the transfer. Hence, the player character A1 is moremotivated to participate in and fight the battle event Ba2. The transferof players between the guilds G1 and G2 is further promoted in this way.The player character A1 may donate or accumulate the points, coins,items, etc. (possessions) possessed by the player character A1, to or inthe guild G1 as the transfer points IP. The player character A1 can thussave his or her possessions as severance pay upon the transfer. Thisenhances the activity of the player character A1 in the social game andthe SNS, thus making the whole social game and SNS more active.

In the embodiments shown in FIGS. 7 and 8, the player character B1 inthe transfer destination guild G2 may make the transfer offer to theplayer character A1 (invite the player character A1 to transfer to theguild G2). The player character B1 negotiates with the player characterA1 about the transfer, to enable the transfer. Thus, in the case wherethe guild G2 wants to acquire the player character A1, the guild G2 canmore reliably invite the player character A1 to transfer to the guildG2. In addition, in the case where the transfer points IP are presented,the player character A1 may negotiate about the suitability of theamount of the transfer points IP. This enables the player character A1to transfer to the guild G2 with a better condition.

In the case where the player character A1 transfers from the guild G1 tothe guild G2, the player character A1 may be prohibited from returningto the guild G1 or further transferring to another guild for apredetermined period. This effectively prevents cheating where theplayer character A1 acquires a lot of transfer points IP unjustly byrepeating transfer in a short time without substantially contributing tothe transfer destination guild G2.

The invention is not limited to the foregoing embodiment andmodifications, and various other modifications are possible withoutdeparting from the scope of the invention, as noted above. For example,the structure of the server device 100 shown in FIG. 1 is alsoapplicable to each of the client computer 21 and the mobile terminal 22as the terminal device 2, though they differ in throughput and the like.Conversely, the client computer 21 or the mobile terminal 22 may be usedas the server device 100. That is, any computer device connected via thenetwork 200 can function as the server device.

In the server device 100, a mass-storage device such as a hard disk oran SSD may be used to serve the same functions as the ROM 102, the RAM103, the external memory 106, the memory device loaded in the slot drive108, and the like. The storage device may or may not be subjected toredundancy by RAID or the like. Moreover, the storage device may notnecessarily be connected to the operation processing unit 101 via thetransmission path 120, and may be connected to, for example, anotherexternal device via the network 200 in cloud computing.

The network interface in each of the server device 100 and the terminaldevice 2 may be any of a wireless LAN device and a wired LAN device,which may be included inside or be an external device such as a LANcard. The terminal device 2 may be a game machine connectable to thenetwork 200. Alternatively, the terminal device 2 may be an onlinekaraoke machine.

The game settings in the battle events Ba1 and Ba2 are not limited tothe specific example in the embodiments described above. For example,the battle events Ba1 and Ba2 are not limited to a battle between twoguilds G1 and G2, and may be a battle between three or more guilds.

As described above, embodiments of the invention can enhance themobility of players (game participants) in a game, thus making the wholesocial game and SNS more active. Embodiments of the invention can bewidely and effectively used for all games (in particular, games havingthe element of social game) distributed, provided, and implementedespecially in server-client network structures, all software- andhardware-related techniques for distribution, provision, andimplementation of the games, and activities such as design, manufacture,and sales thereof.

DESCRIPTION OF REFERENCE NUMERALS

-   -   1: social game system (game system)    -   2: terminal device    -   2 a: screen    -   21: client computer (terminal device)    -   22: mobile terminal (terminal device)    -   31, 32, 33: card    -   61, 62: HP gauge    -   100: server device    -   101: operation processing unit (control unit)    -   102: ROM (information storage unit)    -   103: RAM (information storage unit)    -   104: external interface    -   105: input unit    -   106: external memory    -   107: image processing unit    -   108: slot drive    -   109: audio processing unit    -   110: network interface    -   111: display monitor    -   112: speaker device    -   120: transmission path    -   131: server communication unit    -   132: server storage unit    -   133: server processing unit    -   134: control unit    -   135: battle start unit    -   136: player participation unit    -   137: battle progress unit    -   138: reward provision unit    -   141: terminal communication unit    -   142: terminal storage unit    -   143: operation unit    -   144: display unit    -   145: terminal processing unit    -   146: view execution unit    -   200: network (communication line)    -   401, 402: active item    -   A1 to A6: player character of guild G1        -   (A1: first player)    -   B1 to B6: player character of guild G2        -   (B1: second player)    -   Ba1, Ba2: battle event    -   Cm1, Cm2: combo gauge    -   D: deck    -   F: event field    -   G2: guild (first group)    -   G2: guild (second group)    -   G1 f, G1 b, G2 f, G2 b: subfield    -   IP: transfer point    -   VP: victory point    -   P: palette    -   Yt: time axis

What is claimed is:
 1. A server device comprising: a controllerconfigured to execute an operation related to a game in which a firstplayer and a second player associated with a first group and a secondgroup, respectively, are able to participate, wherein the controller isfurther configured to enable the first player belonging to the firstgroup to transfer to the second group based on an operation by thesecond player belonging to the second group.
 2. The server deviceaccording to claim 1, wherein the controller is configured to performpayment and receipt of compensation for the transfer between at leasttwo out of the first player, the first group, and the second group whenthe first player transfers from the first group to the second group. 3.The server device according to claim 2, further comprising: a storagedevice configured to store, as a part of information related to thegame, information of the first and second groups associated with thefirst and second players.
 4. The server device according to claim 3,wherein the storage device stores information of a transfer specificevent in which the first player is able to acquire a specific gamemedium, and wherein the controller is configured to allow the firstplayer to use the compensation for the transfer in the transfer specificevent.
 5. The server device according to claim 3, wherein the storagedevice stores information of a battle event, and wherein the controlleris configured to provide a predetermined reward to one of the first andsecond groups participating in the battle event according to victory ordefeat in the battle event, and retain the reward in the respectivegroup as the compensation for the transfer.
 6. The server deviceaccording to claim 5, wherein the storage device stores information of abattle event, and wherein the controller is configured to determinecontribution of the first player in the battle event, provide apredetermined reward in association with the first player according tothe contribution, and retain the reward in the first group as thecompensation for the transfer.
 7. The server device according to claim2, wherein the controller is configured to retain at least a part of agame medium possessed by the first player in the first group as thecompensation for the transfer, based on or regardless of the firstplayer's will.
 8. The server device according to claim 2, wherein thecontroller is configured to enable the first player to transfer, whenthe second player belonging to the second group presents thecompensation for the transfer and makes an offer for the transfer to thefirst player belonging to the first group.
 9. The server deviceaccording to claim 1, wherein, after the first player transfers to thesecond group, the controller is configured to prohibit further transferof the first player for a predetermined period.
 10. A control method fora server device comprising: a controller configured to execute anoperation related to a game in which a first player and a second playerassociated with a first group and a second group, respectively, are ableto participate, the control method comprising: by the controller,setting the game so as to enable the first player to transfer to thesecond group based on an operation by the second player.
 11. The controlmethod for a server device according to claim 10, wherein the controlleris configured to perform payment and receipt of compensation for thetransfer between at least two out of the first player, the first group,and the second group when the first player transfers from the firstgroup to the second group.
 12. A non-transitory computer-readablerecording medium having recorded therein a program code, which whenexecuted by the computer, while a game is in progress in which a firstplayer using the computer and associated with a first group, and asecond player associated with a second group different from the firstgroup, are able to participate, causes the computer to: receive from aserver device an invitation to the first player to transfer to thesecond group based on an operation by the second player; and where thefirst player accepts the transfer offer, transmit to the server atransfer announcement from the first player to the second player; so asto enable the first player to transfer to the second group.
 13. Thenon-transitory computer-readable recording medium according to claim 12having recorded therein a program code, which when executed by thecomputer further causes: performing payment and receipt of compensationfor the transfer between at least two out of the first player, the firstgroup, and the second group when the first player transfers from thefirst group to the second group.
 14. A control method for a terminaldevice comprising: a controller configured to execute an operationrelated to a game in which a first player using the computer andassociated with a first group, and a second player associated with asecond group, are able to participate, the control method comprising:receiving from a server device an invitation to the first player totransfer to the second group based on an operation by the second player;and where the first player accepts the transfer offer, transmitting tothe server a transfer announcement from the first player to the secondplayer; so as to enable the first player to transfer to the secondgroup.
 15. The control method for a terminal device according to claim14, wherein the controller is configured to perform payment and receiptof compensation for the transfer between at least two out of the firstplayer, the first group, and the second group when the first playertransfers from the first group to the second group.